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Hex totem placement

Unit
Unit Member Posts: 190
Out of all the decisions made by the devs at Behavior I think Hex totems were the best thing to exist, on paper. It's just how they are hidden across the map that I disagree with like spawning next to generators or in the open section of the cornfield. I feel like certain Hex totems should only spawn under certain circumstances like Hex Ruin only spawning after the completion of one generator or Devour of Hope spawning after one token being collected is this overpowered? Yes but it slows the game down thus making a fun experience for everyone if you manage to escape rather than a salt bath.

Comments

  • DarXide
    DarXide Member Posts: 81

    Lullaby and Devour Hope would definitely benefit from only lighting up when they actually start doing something. Lullaby giving away a hex notification from the very first skill check a Survivor gets is so dumb. They're not even affected by it yet and they shouldn't be getting a notification in the first place. If you can't notice that the skill checks are coming at ya faster, then you need glasses. Most Survivors can just relax, especially those streamers who will just read chat or whatever as they're repairing their Gen. If they're missing skill checks, they should know by that there's a Lullaby totem.

  • Yuu_Incredible
    Yuu_Incredible Member Posts: 27

    I remember the time when Lullaby was bugged and there was no notification all the time. I really, really enjoyed it and it felt somehow balanced.
    Unfortunately, they "fixed" it.
    I think Ruin is fine and don't need this kind of protection in the beginning. The only thing I want to change are the totem spawns in general (on hills, in the middle of the open, next to a generator, SURVIVOR SPAWNS RIGHT NEXT TO IT).
    Lullaby would be fine if they would remove the warning at the beginning. I don't think it was somehow overpowered when it was bugged. I also like your succession, that it spawns after you earn one token.
    Devour Hope suffers, like Ruin, from bad totem placement. I don't think it needs a protection the beginning because it's a really really strong perk in general.

    Now that I think about it, Lullaby and Devour Hope are the best designed Hex Perks. You actually need to DO something for them. You get a reward for being a good killer (hooking someone and not camping). Ruin on the other hand is a time saver. It also helps camping killers alot.

    I totally forgot about 3rd Seal! Probably because it's not worth a perkslot. This Hex Perk really needs some kind of protection. All the time tho. Maybe lit totems look like dull totems after you've been cursed? But I like that you also have to work for the effect. Even when the effect is kinda meh.

    I will not talk about NOED tho.

  • StalwartXX
    StalwartXX Member Posts: 80

    I've always felt that if a hex perk involves tokens, that each token corresponds to a totem. As you accrue totems, more light up. Then as they're cleansed you lose the corresponding token, not the whole perk. It would incentivise something extra for survivor's to do without penalising the killer instantly if their one totem spawns in a bad spot.

  • Master
    Master Member Posts: 10,200

    There simply should be no totem notifications. Wuold help a lot already at least for hexes like lullaby and devour

  • Dabrownman1812
    Dabrownman1812 Member Posts: 1,857

    I remember the time when Lullaby was bugged and there was no notification all the time. I really, really enjoyed it and it felt somehow balanced.
    Unfortunately, they "fixed" it.
    I think Ruin is fine and don't need this kind of protection in the beginning. The only thing I want to change are the totem spawns in general (on hills, in the middle of the open, next to a generator, SURVIVOR SPAWNS RIGHT NEXT TO IT).
    Lullaby would be fine if they would remove the warning at the beginning. I don't think it was somehow overpowered when it was bugged. I also like your succession, that it spawns after you earn one token.
    Devour Hope suffers, like Ruin, from bad totem placement. I don't think it needs a protection the beginning because it's a really really strong perk in general.

    Now that I think about it, Lullaby and Devour Hope are the best designed Hex Perks. You actually need to DO something for them. You get a reward for being a good killer (hooking someone and not camping). Ruin on the other hand is a time saver. It also helps camping killers alot.

    I totally forgot about 3rd Seal! Probably because it's not worth a perkslot. This Hex Perk really needs some kind of protection. All the time tho. Maybe lit totems look like dull totems after you've been cursed? But I like that you also have to work for the effect. Even when the effect is kinda meh.

    I will not talk about NOED tho.

    The quality of life buff to blindness actually makes it pretty good for slugging and for certain high mobility or tracking/stealth killers @ third seal
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    It would be nice for Ruin to not be mandatory for every killer at high rank.

  • Esheon
    Esheon Member Posts: 568
    edited July 2018
    I think my "favourite" totem spawn is the one on Asylum that spawns in an open patch of ground halfway beyween the asylum and the wall, with no objects around it (not even grass).
  • Irisora
    Irisora Member Posts: 1,442

    @MegaWaffle said:
    It would be nice for Ruin to not be mandatory for every killer at high rank.

    This.. But for that the game will need many changes to be slowed down like, more objectives for survivors and slower repairs to the generators. The matches without ruin are too fast and only gives to the killer the opportunity to kill (with luck) only one survivor.

    The spawns are so awful. Definively they need and increased cleansing time and some hard skillchecks, because it's so easy to break them. And for the love of god.. they need to remove the totem spawns in the open, spawns in generators and prevent survivors spawning on them.

  • Yuu_Incredible
    Yuu_Incredible Member Posts: 27

    @Irisora said:

    @MegaWaffle said:
    It would be nice for Ruin to not be mandatory for every killer at high rank.

    This.. But for that the game will need many changes to be slowed down like, more objectives for survivors and slower repairs to the generators. The matches without ruin are too fast and only gives to the killer the opportunity to kill (with luck) only one survivor.

    Yes to other objectives, No to slower repairing speed. Gens are already pretty boring, I really don't want to stick longer on them.
    Honestly, Ruin doesn't even do anything. Some survivors are just like "idc about the totem, lets do gens" and hit nearly every great skillcheck. doing a gen in no time. Ruin just buys time because survivors are looking for it instead of doing gens.

    The spawns are so awful. Definively they need and increased cleansing time and some hard skillchecks, because it's so easy to break them. And for the love of god.. they need to remove the totem spawns in the open, spawns in generators and prevent survivors spawning on them.

    Skill Checks won't do ######### except hurting new players. I agree with the awful totem spots tho. I think the cleansing times are ok.

  • Larcz
    Larcz Member Posts: 531

    The worst spawn totems are on macmilan estate groaning storehause i think that map was call wher you got 2 totems always in storehause like 3m first from second good spawn totems.

  • Khroalthemadbomber
    Khroalthemadbomber Member Posts: 1,073
    If we wanna talk about bad totem placements check out the post I made in the Wish List because holy crap. Three totems, one of them lit, in the groaning storehouse itself... Its moronic...
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Irisora said:

    @MegaWaffle said:
    It would be nice for Ruin to not be mandatory for every killer at high rank.

    This.. But for that the game will need many changes to be slowed down like, more objectives for survivors and slower repairs to the generators. The matches without ruin are too fast and only gives to the killer the opportunity to kill (with luck) only one survivor.

    The spawns are so awful. Definively they need and increased cleansing time and some hard skillchecks, because it's so easy to break them. And for the love of god.. they need to remove the totem spawns in the open, spawns in generators and prevent survivors spawning on them.

    Though I agree escaping via gens should be longer I don't believe longer repair times to be a fun solution. Someone mentioned before on here that survivors should have to find gas cans for gens and fuses for the exit breakers. Would add time and fun.

  • Master
    Master Member Posts: 10,200

    @MegaWaffle said:
    It would be nice for Ruin to not be mandatory for every killer at high rank.

    We are on the best way of making ruin mandatory at every rank